EJI

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  1. This is a legacy build, so that's a good place to start. Fitness powers are now inherent. However, you do have to slot them.

    Attacks slotted with purples are usually best served by either 5 purples or 5 purples and a quad from another set. The dmg enh is the one usually dropped, most of this gets eaten by ED anyway.

    Hover is hilariously overslotted.

    Using the numi proc in a heal means you have to fire the heal in order to get the benefit of the proc. Put this proc in health.

    I advise starting over in mids .
  2. Kept your power choices, except mace beam volley- which wasn't slotted anyway, replaced that with assault. Lost some recharge, but capped ranged def.

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  3. Some thought's on the OP's build-

    I prefer fire breath to combustion, at least I get 'zomg dmg' for my long rooted animation. You could switch your build up slotting to look like aim if you wanted to switch this- slotting a set of posi's would gain you 6.25% rech and an extra slot to play with if you went this route. Personal preference on this one.

    I'd drop the chance to build-up proc (gaussian's) from build-up. A 5% chance every 30s isn't that great. I do like the hp bonus. Another option would be to slot this as you have aim and drop a set of oblits for a purple set if it's in your budget.

    Move 2 slots from web envelope to stamina. As it is now you have .5 net recovery gain- not enough to attack with.

    I think you'd be better with the purple dmg proc compared to the build-up proc in blaze, if you can afford it. Further, you want the proc in your most used attack. I frequently spam fireball-blast-blaze-blast; so for me that power would be fire blast.

    Just my 2 inf
  4. In practice, roughly 1 end mod io in drain psyche caps recovery for me on a decent pull. I agree that's overkill for this build, I use it on mine to retoggle right away after a nuke. Also agree that recharge, then healing, are the priorities in this power. I use a slotting similar to this with a t4 spiritual, gets me around 115 hp/s on a target capped pull with a 35s recharge time (again, particular to that build and the amount of global recharge it's running). I also like some accuracy in this power to be able to hit av's reliably with -regen, another bonus to this particular slotting is 2 +hp bonuses. I had it slotted more heavily for heal in a previous iteration (of that build) and was getting around 125 hp/s (again, t4 spiritual). As my build does not quite cap hp, I felt the extra 22.6 hp was worth 10 hp/s- the recovery is gravy but nice in certain circumstances. ymmv.
  5. Drain Psyche is stronger for doms than for blasters.
  6. Kept your power picks, except psi wail -which looked like an erad set mule. Caps ranged, does a few things differently.

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  7. Thanks for the feedback. Toon is currently 49 and just waiting on a few more solts. I decided to drop venge for combat jumping (2 slotted lotg's, dropped the glad armor proc and pulled the slot from there). I'm lousy at casting venge on toons that neither heal nor rez, also I like the combat mobility of cj. Saves me a GA 3%, too. End consumption seems fine for normal play, so i'll be using a spiritual alpha. I'm enjoying the build more than I was my melee-only widow, so thanks again . I was stuck in the mindset of "melee widows, ranged forts". I don't use the ST confuse much, so at some point I may look at swapping it for the stun or the AoE hold.
  8. Roughly based on a build I found linked in Linea Alba's sig, pushed for trial cap. The other build does some things better . Hoping to have enough end to run spiritual and get perma-hasten, not sure how it will work out in practice. Based partly on what's in my cupboards, though the enzymes are gonna cost me. Any thoughts? thanks in advance.

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  9. EJI

    Help DB/WP build

    I see a number of problems here, we'll start with the simple stuff:

    -IW is your mez protection. Take it as soon as it's available.
    -Attacks underslotted for accuracy, blinding feint would help but you didn't take it... Take blinding feint. While not as vital on a brute as a scrap or tank, the damage and to hit buff are very nice. You could drop resurgence.
    -Maneuvers underslotted
    -Over cap on s/l, but still under on e/n/f/c. I'd look at switching an oblit set for an eradication/cleaving blow combo
    -you'll get more benefit from a standard endmod io than from a pshifter proc in stamina. put pshifter procs into superior conditioning and physical perfection. I'd drop the Harmonized Healing proc, personally- a drop in the bucket on a WP toon, not the wisest use of a slot imho.
    -you'll only get the benefit of the numi proc when surrounded with enemies, probably not a big deal. I've also heard that it scales strangely in this power, but don't know the specifics or whether it's an issue.
    -High pain tolerance should be slotted for +HP (heal io's)

    my 2 inf, anyway. hope it's helpful.

    [edit to add:]

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  10. EJI

    Cloak of Fear?

    Worth considering on DB/DA, imo: if you're not 95% to-hit in Cloak of Fear vs. whatever you're fighting, it's going to mess with your streakbreaker (this is true of any aura, but CoF's low inherent accuracy makes this tougher to achieve). This may or may not be a big deal to you depending on how much it bothers you to miss your combos. If knowing that you're missing more than you could be is a big deal, maybe OG is for you. Also, what kind of baddies you typically fight will matter as well.

    An extreme scenario, perhaps, but to cap vs. +4s in MIDs took 5 purple sets (or equivalent, total +75% global accuracy), a kismet, an application of blinding feint and 3 accuracy IOs (2 only gets you to around 90%).

    On the other hand, CoF does induce less wandering than OG, and the animation for CoF is oh-so-cool.
  11. EJI

    rad/mm

    Personally, Built for s/l on mine and got a bit more melee def and rech- which suits it's pbaoe's and how I play it. Tweaked your build a bit, replaced nuke with melee attack, also hoarfrost for WoC. Capped ranged def (and snuck in some kb protection hehe).

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  12. EJI

    DA/DM Build Help

    Oblits in a dmg aura is expensive for end consumption, consider multistrikes, 3 cleaving blow & 3 erads, or frankenslotting. Maneuvers is underslotted. 4 pts of kb protection will be adequate, but if you do much incarnate content you'll find yourself on your butt a lot. Also, I'd consider building for a a balance of s/l/e/n rather than just s/l- pure energy dmg is becoming more common and really hurts dark armor. Personally, I'd rather have taunt than mule a taunt set in an attack (shadow maul), ymmv. Murky Cloud and especially Obsidian armor could both lose a slot imo, and I'd shoot for more end redux in the attacks and especially Dark Regen.
  13. EJI

    rad/mm

    no kb protection. what are your goals for the build?
  14. Quote:
    Burn is the best ST attack you have access to as a tanker.
    Is burn performing better than the numbers in MIDs?

    Burn: 107.4 dmg, 2.03s cast (+.23 arcanatime) = 47.5dps

    Incin: 111.2 dmg, 1.67s (+.23) = 55.6 dps

    GFS: 144.1 dmg, 2.33s (+.23) = 56.3 dps

    Gloom: 78.3 dmg, 1.1s (.23) = 58.9 dps

    edit to add: these numbers are base, unenhanced values. the disparity between the tank and the scrapper will grow a bit as you factor in slotting to the ED dmg cap, but they provide a good basis for discussion as it takes out variables.

    A chain of scorch> incinerate> GFS >Gloom = 53.6 dps
    scorch> incinerate> burn >GFS >Gloom = 52.1 dps

    53.6 x 1.1333(FE under the previous assumptions)= 60.7 x 1.15 (bruising) = 69.9 dps
  15. Let's see some maths! Even bad maths!

    Rounding arcanatime to .23s, I figured a base dps of 85.4 for an MA scrapper, not including crits, using an attack chain of SK-CS-SK-CAK.

    For a fire tank, I used scorch-FS-incin-GFS (probably not the optimal chain, someone else can feel free to chime in) and got 51.9 dps.
    Multiply by 1.15 for bruising and we're up to 59.7 dps. Which is probably not fair to the scrapper since I disregarded crits.

    (85.4 x1.1=94ish for the scrap with crits)

    Let's say we add in Fiery Embrace: assuming a 60s rech, 20s duration, and 40% dmg boost (no idea if these numbers are accurate, or representative of what most are seeing)- this would push ST dps to 67.6. Not bad, still a ways short from the scrapper.

    SS is probly even closer, but that's enuff maths for me for one night, especially given that I've probably made some errors somewhere. But this maybe sheds some light on "How much more dmg?".
  16. Depending on the build, defense debuffs can be a problem as well. Arachnos and Carnie dark ring mistresses can be rough before you get your DDR up.
  17. Adrenaline boost is awesome for the 100% +recharge bonus it grants. And, while you don't really see blasters nuking much these days, with a bit of endmod (around +25%) it can grant a blaster recovery through its nuke crash.
  18. EJI

    HO tricks

    Lyso's in Parry/Divine Avalanche to enhance def and acc
  19. Since it hasn't been mentioned yet, Theft of Essence proc in Dark Regen.
  20. Quote:
    EJI
    How do you get all those slots in your lvl 24 power Tough that are designated for lower than 24?
    Pretty sure that happened shifting power orders around in mids. You can fix it if it bothers you by shifting slots from other powers, the slots can be made available (say, 1 from charged bolts and rest from boxing to keep it simple). As it's a respec build, I really didn't pay much attention to what slots were taken at which level; I probably should've been clearer on that. Slotting levels are not really representative of how I'd prioritize them on a levelling build.
  21. Looks like fun, and you won't see yourself coming and going . I tinkered just a little, bored on server downtime. Personal preference changes, mostly. Accolades help a bunch, too. Those will put you within spittin' distance of the blaster HP cap.

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  22. EJI

    Fire\?

    Fire/any. Fire is beastly. What are your goals for the toon?
  23. Just so you know, Katana is basically the same set with slightly quicker animation times and slightly better dps. Not enough of a difference to really matter if what you want is BS, though.

    BS/WP is super sturdy on just SO's and gets even tougher with some investment. Parry comes at lvl 8, and you'll be more solid than most of the tanks you team with until their builds mature a bit. Also, very easy to play if a bit boring (for me). If you want a set-it and forget-it armor set that lets you focus on your scrapperlock, this is a great choice.

    BS/Regen is slightly less sturdy (imo), and more challenging to play well. My first foray into scrappers was one of these, it does very well. However, the redraw drives me a little batty and the long animation times of BS can be frustrating if you're the type of person who cues the next attack ahead of time. Many a time mine has gotten killed while waiting for animations to finish so I can hit my heal... However, get it right and it's tons of fun, satisfying.

    Electric sounds like a fun choice to me, but be prepared to have some patience while you're levelling it. Life begins at energize, which you don't get until 28. Parry will help your survivability while you wait. Regardless of your choice of 2ndary, consider a respec at 32ish so you can take some extra (unnecessary) attacks in your early levels to have a more fluid attack chain.

    I haven't played invuln very high, but plan on slotting end redux early if you go this route. Should also be very sturdy.

    To make things harder for you, I'll add /fire and /dark to your list of choices . I've been considering a kat/fire myself. Parry to shore up the squishiness of /fire, /fire to add AoE (burn!), a dmg aura, and Fiery Embrace to boost dmg output. An excellent heal available early, and an end recovery power. I'll leave /dark tips to Werner, you'll struggle with end while levelling a bit but potentially one of the sturdiest things out there.

    Hope that helps!
  24. re: why not Hurl?

    Lousy DPA.